Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Deck of Illusions
uncommon
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Dizzys Ring
uncommon
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Ring, Uncommon (Requires Attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Dread Helm
common
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property Language: Thayan
This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?
Enspelled (Jump) Quarterstaff
uncommon
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
DMG'24 p258
Weapon (Quarterstaff), Uncommon (Requires Attunement)
Simple Weapon, Melee Weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
Bound into this weapon is a level 1 spell. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The spell's saving throw DC is 13, and its attack bonus is +5.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Minor Property Songcraft. Whenever this item is struck or is used, you hear a "Boing" sound.
Enspelled (Shield) Half Plate Armor
uncommon
Trade Log
Show
Notes:
DMG'24 p258
Medium Armor (Half Plate Armor), Uncommon (Requires Attunement)
40 lb.
AC 15 + Dex (max 2)
Bound into this armor is a level 1 spell. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The spell's saving throw DC is 13, and its attack bonus is +5.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Escape Plan B
rare
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
Wondrous item (tattoo), rarity varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Flame Tongue Longsword
rare
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Fork of Eddy Summoning
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare
This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy. The eddy appears in an unoccupied space as close to you as possible. The eddy is friendly to you and your alleys and obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes no other actions. It takes its turn immediatly after you on your initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can't be used this way again until the next dawn.
Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
Trade Log
Show
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Gem of Brightnes
uncommon
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Uncommon
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Gem of brightness
uncommon
DDHC-TOA-04 Cellar of Death
DDHC-TOA-04 Cellar of Death
Show
Notes:
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success..
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word. When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Gem of Seeing
rare
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Hat of Vermin
common
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
Hat of Vortexes
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain.
You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery.
Hat of Wizardry
common
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Spellcasting Focus, Common (Requires Attunement By a Wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.
Illuminator´s Tattoo
common
DDAL10-01 The Frozen North
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Ivory Goats Figurine of Wondrous Power
rare
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Wondrous Item, Rare
These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat.
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
Javelin of Lightning “Rrakkma’s Smite”
uncommon
SJ-DC-Flumph-01 Flurry of Flumphs
SJ-DC-Flumph-01 Flurry of Flumphs
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dungeon Master's Guide, p. 178
“This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’”
Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Magen Handbell
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare
While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days.
Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk.
While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen.
Mask of Changed Apperance
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour.
Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Deck of Illusions | uncommon | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
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Notes:
Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |
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| Dizzys Ring | uncommon | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
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Notes:
Ring, Uncommon (Requires Attunement) You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. |
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| Dread Helm | common | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? |
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| Enspelled (Jump) Quarterstaff | uncommon | CCC-SFBay-02-01 Old Enemies Arise | Show | |||
|
Notes:
DMG'24 p258 Weapon (Quarterstaff), Uncommon (Requires Attunement) The spell's saving throw DC is 13, and its attack bonus is +5. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Minor Property Songcraft. Whenever this item is struck or is used, you hear a "Boing" sound. |
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| Enspelled (Shield) Half Plate Armor | uncommon | Trade Log | Show | |||
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Notes:
DMG'24 p258 Medium Armor (Half Plate Armor), Uncommon (Requires Attunement) The spell's saving throw DC is 13, and its attack bonus is +5. The wearer has Disadvantage on Dexterity (Stealth) checks. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| Escape Plan B | rare | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
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Notes:
Wondrous item (tattoo), rarity varies Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. |
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| Flame Tongue Longsword | rare | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
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Notes:
Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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| Fork of Eddy Summoning | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
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Notes:
Wondrous Item, Rare This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy. The eddy appears in an unoccupied space as close to you as possible. The eddy is friendly to you and your alleys and obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes no other actions. It takes its turn immediatly after you on your initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can't be used this way again until the next dawn. |
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| Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | Trade Log | Show | ||
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Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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| Gem of Brightnes | uncommon | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP. |
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| Gem of brightness | uncommon | DDHC-TOA-04 Cellar of Death | DDHC-TOA-04 Cellar of Death | Show | ||
|
Notes:
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects: |
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| Gem of Seeing | rare | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
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Notes:
Wondrous Item, Rare (Requires Attunement) The gem regains 1d3 expended charges daily at dawn. |
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| Hat of Vermin | common | CCC-TAROT-0105 The Lost Apprentice | Show | |||
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Notes:
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything. |
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| Hat of Vortexes | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
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Notes:
Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain. You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery. |
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| Hat of Wizardry | common | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, Spellcasting Focus, Common (Requires Attunement By a Wizard) Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest. |
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| Illuminator´s Tattoo | common | DDAL10-01 The Frozen North | Show | |||
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Notes:
Wondrous item (tattoo), common (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
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| Ivory Goats Figurine of Wondrous Power | rare | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
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Wondrous Item, Rare These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. |
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| Javelin of Lightning “Rrakkma’s Smite” | uncommon | SJ-DC-Flumph-01 Flurry of Flumphs | SJ-DC-Flumph-01 Flurry of Flumphs | Show | ||
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Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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| Magen Handbell | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
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Wondrous Item, Rare While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days. Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk. While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen. |
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| Mask of Changed Apperance | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
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Wondrous Item, Common This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour. Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed. |
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